Bug? Weapon dmg is being capped to a unit's individual soldier hp BEFORE mitigation is being applied
Posted: Mon Jul 16, 2018 8:30 am
(link to the relevant topic in the Steam forums with examples of unit matchups and the math involved - https://steamcommunity.com/app/489630/d ... 927677194/)
Summary / TLDR:
Right now, the game is capping a weapon's total damage down to the health of an individual entity within a unit that has multiple "soldiers" in it, like a unit of Guardsmen (8 soldiers), a unit of Tactical Space Marines (5 marines), or a unit of Ork Boyz (6 Orks). After the dmg is capped, the weapon's dmg reduction from accuracy and the target unit's armor mitigation is being applied (instead of being applied to the weapon's total base dmg), resulting in a much lower total dmg value being applied to the target.
The Longer Version:
This isn't a logical way to assign damage to a unit with multiple targets within it.
According to how the game works, weapons that make a single attack against a unit with multiple soldiers within it can only hit one of those soldiers, instead of the entire unit as a whole. As you kill off the soldiers, the total health of the unit decreases until there's only 1 soldier left and finally you eliminate the entire unit.
To take an actual example from game testing done in a non-modified game (no bonuses to dmg, or armor, or hp, or any defense bonuses from tiles, relics, or researched tech), assume that a single unit of a Predator tank is engaging a single unit of Ork Boyz.
The Predator has a single weapon, a twin-linked Lascannon, that makes a single attack with a base damage of 8, armor penetration of 6, and 83% accuracy.
The Ork Boyz have 6 individual Orks within the entire unit on a single hex tile. The total health of that unit is 18 hp, with an armor value of 2.
This means each Ork Boy actually has 3 health (6 x 3 = 18).
The game will give you an estimation of how much damage you will do to this unit, and how many predicted Ork Boys you will actually kill within the unit. In this particular case, the game estimated 2.5 dmg done with 0 casualties.
This is what should happen:
8 dmg is applied to the 83% accuracy modifier which = 6.6 modified base dmg
The Ork Boyz 2 armor is completely negated by the Lascannon's 6 armor penetration, so you end up with a total of 6.6 dmg being applied to a single Ork Boy within the unit, effectively killing him since his health is only 3, and you're left with 5 Ork Boys and a health of 15/18.
This is what's actually happening:
8 dmg is compared to the total health of a single Ork Boy, which is 3. The damage is capped at 3, since a single Lascannon making a single attack can't kill more then 1 Ork Boy per attack.
So 3 dmg is then applied to an accuracy of 83%, which = 2.49 modified capped dmg
2.49 is rounded up to 2.5, which is exactly what the game estimates the damage to be. Since 2.5 dmg doesn't = the health of 3 per Ork Boy, none of the Ork Boyz are killed and the casualties remain at 0, exactly what the estimated result is.
I don't agree with this. If a Lascannon round (which can melt tanks btw) is fired at an Ork Boy, or worse yet in this example, a single Imperial Guardsmen, they should be incinerated. A modified base damage of 6.6 is more then enough to kill one dude within a unit.
Instead, the game is nerfing the damage of single target weapons vs units with multiple entities within them. I know that a balance has to be made with infantry vs anti-tank vehicles and the whole rock/paper/scissors thing....but for that tank to kill the Ork Boyz unit (without capping the weapon's dmg) it would have to fire 6 consecutive times, taking up 6 whole turns to kill a single infantry unit. That's more than balanced. If a player (or the AI) can't bother to move a single infantry unit within a time frame of 6 turns, that unit deserves to be killed.
I hope someone from Slitherine can confirm that this isn't intentional and will be fixed in an upcoming patch, because it's currently affecting a lot of possible matchups between various units across all factions, resulting in a very diminished capability of tanks, like the Predator, to deal with even a single infantry unit.
Summary / TLDR:
Right now, the game is capping a weapon's total damage down to the health of an individual entity within a unit that has multiple "soldiers" in it, like a unit of Guardsmen (8 soldiers), a unit of Tactical Space Marines (5 marines), or a unit of Ork Boyz (6 Orks). After the dmg is capped, the weapon's dmg reduction from accuracy and the target unit's armor mitigation is being applied (instead of being applied to the weapon's total base dmg), resulting in a much lower total dmg value being applied to the target.
The Longer Version:
This isn't a logical way to assign damage to a unit with multiple targets within it.
According to how the game works, weapons that make a single attack against a unit with multiple soldiers within it can only hit one of those soldiers, instead of the entire unit as a whole. As you kill off the soldiers, the total health of the unit decreases until there's only 1 soldier left and finally you eliminate the entire unit.
To take an actual example from game testing done in a non-modified game (no bonuses to dmg, or armor, or hp, or any defense bonuses from tiles, relics, or researched tech), assume that a single unit of a Predator tank is engaging a single unit of Ork Boyz.
The Predator has a single weapon, a twin-linked Lascannon, that makes a single attack with a base damage of 8, armor penetration of 6, and 83% accuracy.
The Ork Boyz have 6 individual Orks within the entire unit on a single hex tile. The total health of that unit is 18 hp, with an armor value of 2.
This means each Ork Boy actually has 3 health (6 x 3 = 18).
The game will give you an estimation of how much damage you will do to this unit, and how many predicted Ork Boys you will actually kill within the unit. In this particular case, the game estimated 2.5 dmg done with 0 casualties.
This is what should happen:
8 dmg is applied to the 83% accuracy modifier which = 6.6 modified base dmg
The Ork Boyz 2 armor is completely negated by the Lascannon's 6 armor penetration, so you end up with a total of 6.6 dmg being applied to a single Ork Boy within the unit, effectively killing him since his health is only 3, and you're left with 5 Ork Boys and a health of 15/18.
This is what's actually happening:
8 dmg is compared to the total health of a single Ork Boy, which is 3. The damage is capped at 3, since a single Lascannon making a single attack can't kill more then 1 Ork Boy per attack.
So 3 dmg is then applied to an accuracy of 83%, which = 2.49 modified capped dmg
2.49 is rounded up to 2.5, which is exactly what the game estimates the damage to be. Since 2.5 dmg doesn't = the health of 3 per Ork Boy, none of the Ork Boyz are killed and the casualties remain at 0, exactly what the estimated result is.
I don't agree with this. If a Lascannon round (which can melt tanks btw) is fired at an Ork Boy, or worse yet in this example, a single Imperial Guardsmen, they should be incinerated. A modified base damage of 6.6 is more then enough to kill one dude within a unit.
Instead, the game is nerfing the damage of single target weapons vs units with multiple entities within them. I know that a balance has to be made with infantry vs anti-tank vehicles and the whole rock/paper/scissors thing....but for that tank to kill the Ork Boyz unit (without capping the weapon's dmg) it would have to fire 6 consecutive times, taking up 6 whole turns to kill a single infantry unit. That's more than balanced. If a player (or the AI) can't bother to move a single infantry unit within a time frame of 6 turns, that unit deserves to be killed.
I hope someone from Slitherine can confirm that this isn't intentional and will be fixed in an upcoming patch, because it's currently affecting a lot of possible matchups between various units across all factions, resulting in a very diminished capability of tanks, like the Predator, to deal with even a single infantry unit.